Posts Tagged ‘rift’

h1

1.7 Female wedding dresses and dyes

January 29, 2012

Just playing around with wedding dresses and dyes on my cleric on the PTS…

A girl gotta look good even when killing monsters Smile with tongue out

weddingdress-1

weddingdress-2

weddingdress-3

h1

Upcoming 1.7 cleric changes and you!

January 29, 2012

This guide is co-owned and first released on

mmosite148x59133333333333333333333

I highly recommend reading this article at the above MMOsite link, it is better formatted, less spelling mistakes, and contains Zam tooltips so you don’t have to click on each spell to see what it does.

Hey everyone, patch 1.7 is coming up! This patch isn’t as content heavy as some of the prior patches but does bring some significant changes to the cleric class. Reading the patch notes, it can be a bit hard to decipher what some of the changes do to our class and our playstyle. Hopefully, this guide will walk you through the changes and answer any questions you may have!

The big picture


The primary changes this patch brought in was balancing the three healing souls so that we are less reliant on the sentinel tree and introduced some much needed “buffs” to their AoE healing capability.  It also buffed the shaman soul so that it is a bit on par with the inquisitor soul in terms of DPS and introduced some much needed complexity to the infamous “one macro” soul . In the process, one of Justicar abilities was changed and this caused massive outcry among the cleric community! Some claimed this change have nerfed cleric’s raid healing ability beyond oblivion while others shrugged the change off, claiming that it only requires a small tweak to their playstyle.

With these changes, the cleric raid scene should have much more variety than before. 51 inquisitors and “-icar” clerics should no longer heavily dominate the DPS and raid healing aspects of the cleric class.

The healing souls


Purifier

Purifier is the healing soul that benefited the most from this patch. Most of the changes favor deep purifier (i.e. investing more than 34 points, especially 51) but some changes also benefit the overall soul.

  • New Combat rez (44)!: This new spell, appropriately called Flash of the Phoenix, is available at 44 points and shares a cooldown (5 minutes) with combat rezzes available in the two other healing souls but not the Justicar one. This is the most welcoming addition to the purifier soul and goes a long way in making deeper purifiers a permanent addition to any raid force. Previously, one could go 51 purifier for some fights but were forced to switch back to the sent/purifier 3x/3x hybrid if the raid was short on combat rezzes.
  • Raidwide shield (38): Unlike the two other healing souls, purifier soul does not get a lot of AoE healing capability. This confines its role to primarily tank healing and restricting its usage in a typical raid force to no more than one or two clerics. Luckily, this is about to change. Purifiers now have a new spell at 38 point called Gathering of Ancestors. This new spell will place a shield on 10 raid members within 35 m radius of the purifier. This spell has a 30 second cooldown and puts a “blocker” on raid members who have received it and prevents them from receiving it again for the next 20 seconds. This is a different blocker from the Ward of Ancestors blocker and the two shields do not stack with each other.
  • Additionally, this new spell benefits from the Protection of Ancestors talent (50% increase in shield amount with 5/5 investment) and the 36 point passive Disciple of Flames (currently not affected by the purifier greater Ancestral Soulstone but this might change in the future). Clerics have reported this shielding for over 2k on a 51 purifier. Note that this shielding is a smart heal, meaning that it will shield the 10 people with the lowest % HP. Two puriifers casting this one after the another will enable the entire raid of 20 people to receive it.
  • Surging flames range increase: Surging flames, purifier passive AoE heal, have its radius adjusted from 15m to 20 m. This is an additional “buff” to purifier’s AoE healing capability, although fairly minor.
  • Asphodel’s Purifier Crystal 4 piece bonus buff: One of the issues with the purifiers Hammerknell synergy crystal was that the 4 piece bonus can be overwritten by sentinel’s Protect the Flock and is not better than it (4 piece bonus: The Cleric’s single target fire-based heals reduce the damage the ally takes by 5% for 5 seconds.). Clerics have requested this effect be stackable with Protect the Flock previously. With 1.7, this 4 piece bonus is still not stackable with Protect the Flock but now it lasts for 10 seconds and reduce 7% damage. Additionally, Protect the Flock can no longer overwrite this effect. This is another welcoming change, making this synergy crystal more useful than ever.
  • Divine Cascade removed: I shall mourn the loss of Divine Cascade (NOT).

Sentinel

Sentinel soul received a 5 meter increase on two of its AoE heals.  Additionally the cooldown on combat rez has being halved. A more recent PTS update also decreased the mana cost of two of sentinel’s trademark AoE heals.

  • Healing Communion/Healing Benediction range adjustment Healing Communion, one of the most used AoE healing spells in the sentinel soul, saw a 5m increase on its range to 20 m. Healing Benediction, the 51 point sentinel ability, has its AoE heal range also adjusted to 20 m. It is not known what the AoE heal range for Healing Benediction prior to patch 1.7 was but if we assume it was 15m like Healing Communion, it would also be a 5m increase (note the AoE heal range is not to be confused with the cast range, which is 35m).
  • Combat rez cooldown decrease: Life’s Return, sentinel’s in combat rez available at 32 points, saw its cooldown duration reduced from 10 minutes to 5 minutes to bring it more in line with mage and Justicar combat rezzes. This is a nice change, especially for hybrids as sentinel is the healing soul that requires the least point investment for its combat rez. This will also make some of the current raid encounters more forgiving as you now have more combat rezzes to work with.
  • Changes to Marked by the Light: Marked by the Light saw its range adjusted to 15 m range (ranger prior to 1.7 unknown). Honestly, Marked by the Light was one of those spells I never really used as it is fairly unpredictable and costs quite a bit of mana per cast.
  • Decreased cost on AoE heals: In the sentinel soul, both Healing Communion and Divine call received a reduction in mana cost. Healing Communion now costs 325 mana, a 52 mana decrease from the old 377 mana cost. Divine Call now costs only 248 mana, a 158 mana reduction from the old 406 mana cost. If you have the 5/5 Light Concentration talent from the sentinel tree (10% mana cost reduction for healing spells), this decrease is a bit smaller, 47 mana reduction for Healing Communion or a decrease of 1- 293/339 = 13.6%. (339 = 377 * 0.9; 293 = 325*0.9). By the same calculation method, this is a reduction of 1- 223/365 = 39% for Divine Call.

Warden

Warden soul saw many of its AoE heals increased in radius. Healing Cataract saw a nice boost that should make it comparable to other AoE heals. Wardens now also get a combat rez. A recent PTS update also reduced the mana cost of two of warden’s AoE heal spells. However, all of these came at the cost of nerf to Waterjet. R.I.P. Waterjet.

  • Healing Showers/Orbs of the Tide/Ripple range increase: All three spells have their ranged increased to 20 m. For Orbs of the Tide and Ripple, the range increase is 5m but for Healing Showers the range increase is 13 m (from 7m to 20m).
  • Healing Cataract boost:  Healing Cataract was a fairly weak AoE for 44 point investment, especially since it had a small range of 15m and only covered 5 raid members. Most deep wardens were using Healing Communion from the sentinel tree instead on raids. With patch 1.7, Healing Cataract now have a 25 m range and heals upto 10 party members. This make it better than Healing Communion in terms of range (25 m vs 20 m), mana cost (259 vs 325 mana) and heal amount (368 to 373 health vs 306 to 312 health) at max rank. This change, in addition to the range increase on 3 of the AoE healing spells, will make wardens have a bigger prominence in raid healing, a field typically dominated by DoL (Doctrine of Loyalty) clerics.
  • Cascade no longer costs mana: Cascade, the warden 15% mana return with a 2 minute cooldown, no longer costs mana (costs 56 mana previously). Definitely a nice change – not using mana to get mana back!
  •  Combat rez at 44 points: This is another change favoring deep warden builds and places a lesser reliance on pure hybrid builds with sentinel. This spell is called River of Life, appropriately for the warden soul and its reference to water.
  • Watejet nerf: Waterjet has its spell power reduced, possibility due to concerns from other classes in PvP. It is a rather sad change as I enjoyed killing other players with spammable instant cast Waterjet in warfronts while rocking a pure healing build. This change to Waterjet also have consequences in other builds, namely the 51 Inq build. 51 Inq/10 Sent/5 warden used to be an old favorite build  that was recently passed by 51 Inq/10 sent/5 cab for DPS due to the increased stats players gained as they got more and more HK raid gear. Some players were still rocking the 5 warden build due to its mobility – namely spamming waterjet on movement heavy fights. With this nerf to Waterjet, the 5 cab variation definitely looks much better.
  • AoE heal mana cost reduction: Healing Cataract and Healing Showers both received some minor mana cost reduction to further help warden in the raid/group healing role. Cost of Healing Cataract was reduced to 259 from 300 mana, a 1-259/300 = 13.7% reduction. Cost of Healing Showers was reduced to 187 from 228 mana, a 1- 187/228 = 18% reduction.

The tanking soul


Justicar soul has a few changes with the 1.7 patch but there is one change that has some clerics up in arms on the forums.

Healer’s Creed, a talent in the Justicar tree, used to reduce the mana cost of Doctrine line of spells by upto 30% with 2/2 investment. This affected mostly Doctrine of Loyalty (DoL), a spell that would normally cost 301 mana pre 1.7 patch without any talents affecting it. With 2/2 in old Healer’s Creed, this would reduce the mana cost to 0.7* 301 = 211 mana, a sizeable reduction.

With the upcoming 1.7 patch, Healer Creed has being changed so that it now increase the healing received by 5-10% rather than affecting mana costs. This would cause a 301/211 = 43% increase  in the mana cost of Doctrine of Loyalty.

However, with a more recent PTS update, and perhaps to ease the concern of some clerics, the cost for a fully ranked Doctrine of Loyalty has being reduced to 267 mana. This is a merely 267/211 = 26.5 % increase in the mana cost of DoL.

Nevertheless, this has caused some concerns within the cleric community, with some clerics claiming that this would spell the doom for cleric raid healing as this would make clerics inferior to mages for raid healing.

The real impact of this change is yet to be seen. Fierce debates are raging across the official forums, with some clerics taking a very negative perspective on this proposed change to Healer’s Creed and others simply shrugging it off as nothing more than a minor annoyance. One advice that is echoed many times throughout the debate is the term L2Purpose, which means Learn to use Purpose, a spell in the justicar tree that requires 12 point investment and returns a significant amount of mana, with the downside being that it is a melee spell.

l2purpose

Anyways, I think it would be interesting to see the impact this change has on the live servers. If anything, we should get some variety in the cleric raid healing department with maybe one warden and some purifier shields mixed into the previously DoL cleric dominated scene.

The second change is a buff to Reprieve, Justicar’s O’-sh*t big heal with a 5 minute cooldown. Reprieve received a bit more bonus from spell power and should heal more than before.

The third change is to Reparation. Reparation used to be not able to affect anyone using reparation. This meant that cleric tanks had to drop Reparation to be able to receive heals from other DoL clerics in the raid. Doing so meant that the cleric tank received less overheals overall and thus less threat generation. With patch 1.7, Reparation should no longer heal other clerics using Mien of Honor, meaning that cleric tanks no longer need  to drop their own Reparation. DoL clerics are still unable to heal each other using Reparation as they will all be using Mien of Honor (as opposed to Mien of Aggression for DPS or Mien of Leadership for tanking).

The DPS souls


Both shaman and druid souls received some significant changes. Shaman now scales quite good and do just as damage as inquisitor if you have a good 2hander to go with it. Druid changes are still kind of lackluster but there should be some significant changes to druids in patch 1.8.

Shaman

For quite a long time the Inquisitor, a ranged DPS soul that can also bring 7% magical damage debuff to raid, was the highest DPS option on raids. This was rather disappointing to many clerics who prefer to get close to mobs and melee. Patch 1.7 aim to make the shaman soul more competitive via a series of changes. Shaman class is also no longer a 1 button macro spam soul but now actually requires you to prioritize your attack abilities and maintaining certain DoTs on the mob to maximize DPS.

  • Changes to Brutalize: Brutalize is a talent in the shaman soul that puts a dot on the enemy after it has being struck with Massive Blow, one of Shaman’s hardest hitting melee abilities. Previously, this DoT deals only 40% of the damage of Massive Blow over 4 seconds. Now, with 1.7, this DoT deals upto 60% damage of Massive Blow over 10 seconds and can be stacked for upto 3 times. This make maintaining 3 stacks of Brutalize a very very important priority since Brutalize can contribute 600+ DPS if kept up.
  • Changes to Favored of the Valnir: Favored of the Valnir used to be a talent that increased the amount of healing received by shaman for up to 10%. This talent has being moved to Justicar soul and now called Healer’s Creed. Favored of the Valnir now grant a new benefit: increasing the duration of Lighting (the DoT from Lightning Hammer) by up to 8 seconds, granting increased damage on each additional tick. This change is also rather significant. You no longer want to use Lighting Hammer everytime it is off cooldown (6 seconds). Rather, you will want to manually apply Lighting Hammer when the Lighting DoT fully wears off so it receives the max benefit from Favored of the Valnir.
  • Battle charge cooldown reduced: Battle Charge now has its cooldown reduced from 15 seconds to 10 seconds, allowing you to get back into the fight faster than ever before!
  • Dauntless Courage: Dauntless Courage used to increase only physical damage but it has being changed to affect all melee damage. This is a great change as it would affect quite a lot of spells, especially in the Justicar tree (Strike of Judgment, Even Justice). 
  • NEW ranged instant cast spell: Ekkehard’s Invocation is the new ranged spell introduced in the shaman soul. It is instant cast and deals air damage (benefits from Stormborn). It is kinda like a shaman version of the warden Waterjet – something you use when you need to stay in ranged but should not be part of your rotation.
  • Vengeance of the Frozen Earth removed: Not missed.

Druid

Druid finally received some updates with 1.7. Three of druid’s dmg+ debuff melee attacks have being converted to spells with 30m range and druid’s faerie pet have received some upgraded healing abilities, making it into a mini-warden that is useful for 5 man groups. The satyr pet also received a gap-closer and now automatically buff the group/raid when out of combat. There is no doubt that druid is looking better in 1.7 than in 1.6 with these upcoming changes. However, as Zinbik (cleric dev) metnioned, the big update for druid is coming with 1.8 and he has no plans to make druid into a full support soul.

  • Changes to Trickster spirit, Slothful Spirit, Spiteful Spirit: These attacks, available with 4, 38 and 44 points in druid respectively, are no longer melee attacks that deal physical damage. Instead, these attacks have being converted to ranged spells that deals earth damage with a maximum range of 30 meters. This means that these spells will no longer benefit from talents like Hammer of Virtue or Dauntless Courage from the justicar and shaman souls respectively. However, they will benefits from talents such as Inner focus and Death’s Grasp from the inquisitor and cabalist souls respectively. As these spells are mostly attacks + debuffs, having them as a range spell do have a distinct benefit as druid lacks any “gap-closer” for being a melee class. However, these spells  will lose the “double dipping” from raid buffs as they are no longer melee attacks and thus do not benefit from the dex/str raid buffs in addition the wis/int buffs. ( gap – closer: something that can quickly bring the melee attack to the enemy i.e. shaman’s battle charge).
  • Changes to Eruption of Life: Eruption of Life is a melee attack that also leaves a debuff on the mob that will proc additional damage if the mob is struck by melee attacks for the next 12 seconds (max trigger is 3 times). With 1.7, this debuff will trigger by any damage, not just melee. This is a nice change to the spell and since it only requires 16 points investment in druid, this might have potential for hybrids.
  • Changes to faerie pet heals: Faerie Healing, the single target heal casted by your faerie pet, has its healing amount increased in 1.7 and now heals for 1.2k hp with a 2 second cast time on PTS self buffed (Greater Faerie). Faerie’s Favor, previously a single target HoT, now is an instant cast that  heals up to 4 raid members for 1.4 k hp over 12 seconds if casted by the Greater Faerie. In comparison, Healing Grace from the sentinel tree heals for 850 hp and also have a 2 second cast time. Healing Breath, the 0 point sentinel ability, heals for 1.4 k (instant, 8s cooldown). Healing Flood from the warden tree heals for 700 hp over 12 seconds on 5 raid members.  Healing Shower from warden heals for 1.7 k on 10 raid members over 12 seconds. As you can see, Faerie healing is better than Healing Grace and Faerie’s Favor is better than Healing Flood.
  • Druid pet gains a “gap-closer”: The druid Satyr melee pet now gains a gap-closer called Mead Rush with a  10 second cooldown and deals 237-241 damage on the PTS (vs 191 damage by Battle Charge from the Shaman soul). Great news for druid’s primary DPS pet.
  • Fury of the Fae: The Satyr pet will now auto-cast this out of combat, allowing it to “buff” up before a fight and save some valuable time during combat.

Inquisitor/Cabalist

Both inquisitor and cabalist received one –liner changes so I will describe them together.

Inquisitor received a small DPS boost with the change to Corporal Puishment. Instead of lasting for only 5 seconds, it now lasts for 12 secs. This should see a much bigger uptime on Corporal Punishment, resulting a bigger DPS increase as it has a 50% chance to increase the damage of your Life/Death abilities by 15% at 5/5 investment.

Cabalist finally received a much requested update to its “blink” ability Dark Passage. Instead of porting you to a random location within 10-15 meters of original location, it now send you 10m forward. This should be very useful in PvP and in PvE in aiding one to escape nasty AoE effects. 

h1

Patch 1.7 Cleric Presets (PTS)

January 26, 2012

I took a break from Rift recently playing SWTOR as there weren’t much new content/builds/changes to write about in Rift. However, with 1.7, Rift saw quite a few changes/new features and I will be covering that extensively 🙂

This guide is co-owned and first released on

mmosite148x59133333333333333333333

Note: the above info is on PTS and will change a bit before the actual 1.7 patch. This is a preview only. I will update this once 1.7 hits the live servers.

Patch 1.7 introduced preset souls – a series of souls that are “pre-built” helping to guide new players (to the game and/or to the class). What is interesting about this system is that it tells you exactly how to allocate your points one by one and exactly what spells you are getting. Also, level 50 players can quickly switch into one of the preset roles by first resetting their one of their role slots and then press a single button to fill all the points.

Here is a preview of the 4 cleric presets available on the PTS.

Character Creation


Upon creating a fresh new character, you will be given a sneak peak at the cleric endgame armor (full HK set) and given 4 presets.

1

The 4 presets right now are essentially “pure” heals, “pure” tank, melee DPS w/offheal capabilites (“suppportish”) and ranged DPS.

Accessing the presets


This part is fairly straightforward. Open your soul window (default –”N” key) and click on the button on the buttom. This will allow you access to the 4 presets. Additional, there is another button to the left where you can spend all your points following these presets.

1b

Flame Keeper – Sent/Puri 3x/3x


This is your standard 34 Purifier/32 Sentinel/0 warden build. It was nicknamed Sent/Puri, Purisent etc.. by the community.

This is the point distribution at 50.

2

Purifier- 34 points

Sentinel- 32 points

Overall, I like the build. It is very similar to the 3x/3x Sent/Puri build I have being using. The difference in some of the point allocations are fairly minor. (i.e. In the purifier tree, I would have put the 1 point in Caregiver’s Blessing into Healing Flare instead. In the sentinel tree, I have a different point distribution for Embolden/Light Efficiency/Light Concentration).

You are given a short introduction to this preset, including basics, how to play and tips!

3

Seraphic Guard – 51 Justicar tanking


This is one of the many 51 Justicar tank build posted by Radak in his thread. It is a 51 Justicar/9 Shaman/6 Inq build.

Here is the point distribution at 50.

4

Justicar – all 51 points

  • Keep in mind Healer’s Creed has being changed to increase the healing your receive by 5-10% (used to be reduce the mana cost of your doctrine by 15-30%).
  • Reprieve, your O-shit heal on a 5 minute cooldown, has being chanaged so that it scales with spellpower better.

Shaman – 9 points

  • 3/3 Thick Skinned
  • 3/5 Unyielding
  • 2/2 Favored of the Valnir (NEW effect- now increase the duration of Lighting by 4-8 seconds).

Inquisitor – 6 points

Here is the official how-to and tips from Trion!

5

Thunderer- 44 shaman/20 justicar melee DPS w/ offheals


This is a variation of the popular 44 shaman/22 Justicar melee DPS build I have being using.

Here is the point distribution at 50.

6

44-Shaman

20 Justicar

2/2 Inquisitor

This build is designed for pure melee DPS with some offhealing (some kind of “support” role) rather than soloing like the  44 shaman/22 Justicar build I linked above. I do feel that a 51 shaman would probably do better as a pure melee DPS but this is not a bad starting point. As for soloing, this build will feel a lot weaker than the 44 shaman/22 Justicar build due to the lack of some essential talents in the Justicar tree (i.e. Vengeful Justice and Devout Deflection).

Here are the official how-to and tips from Trion!

7

Arbiter- 51 Inq pure ranged DPS


This is the old favourite 51 Inq build. It uses the combination of 51 Inq/10 sent/5 warden. This is not a bad starting point for newbie players but at decent gear levels the 51 Inq/10 sent/5 cab build performs much better, especially with the upcoming nerfs to waterjet in patch 1.7.

Point allocation at 50

8

51 Inquisitor- all 51 points

10 sentinel

5 Warden

Here are the official how-to and tips from Trion!

9

h1

FOTM Cleric DPS Spec–51 Inq & Variations*

December 22, 2011

This guide is co-owned and first released on

mmosite148x591333333333333333

*FOTM = Flavor of the Month

Hello everyone, I meant to write this about a week ago but life got busy!

jelly_beans

Ever since the 1.6.1 patch and the change to cleric DPS, it is pretty apparent that Inquisitor soul is the predominant single target cleric DPS soul on raids (this was the case before 1.6.1 too but even more so now). Patch 1.6.1 brought a “25%” increase to all cleric DPS souls through Mien of Aggression and “5%” extra damage increase to Inquisitor soul through the change to Armor of Awakening. Note that both “25%” and “5″%” are in quotes because the actual damage increase is much less. This is because the 25% and 5% increase are addictive, not multiplicative.

Theorycrafting (has a bit of math!)


This additive vs multiplicative point can be confusing but it is pretty simple. Rather than explaining it myself, Quietmode have already explained it really well in reply to a post so I will just quote his explanation here!

The answer is because its additive. Right now lets say you do 1000dps. Before MoA (Mien of Aggression) was added you had 5% dmg from AoA (Armor of Awakening) and 15% dmg from CP (Corporal Punishment). So thats a 20% damage increase. so you now do 1200dps.

Adding in MoA thats 5%+25%+15% for a total of 45% damage. now you do 1450dps

1450/1200 = 1.208 which means adding MoA caused a ~21% damage increase.

The short version of it is that say if you have two modifiers, one of them adds 25% more damage and another adds 10% more damage to a spell that does 1000 damage. The final output damage for that spell is 1000 x (1+(0.25 +0.1)) = 1000 x 1.35 = 1350 and NOT 1000x 1.25 x 1.1 = 1375.

Anyways, the point is, Inquisitor is pretty much the “Flavor of the Month – FOTM” DPS soul for clerics since 1.6.1. Not only does it bring the highest cleric single target dps in raids, it also brings the 7% magical damage debuff – Clinging Spirit, and a purge. This also means that you will see a lot more clerics running the Inquisitor soul in WFs as the damage it can dish out can annihilate low rank players.

The question many of you might be wondering is which build of the Inquisitor soul can bring out the best DPS?

It used to be 51 Inq/10 sent/5 warden build. This build utilized warden’s destructive tide talent, which adds 10% more damage to instant cast spells. The main instant cast spells affected in this build are Vex, Sanction Heretic and Waterjet. (Even though Vex and Sanction Heretic are DoTs, they are affected on all ticks – i.e. Vex was 123 dmg/tick before talent and 135 dmg/tick after talent. Sanction Heretic was 557 on initial tick and 125 on subsequent ticks before talent and 614/137 after talent). This is great in fights with high movements where you don’t have much “stand-still” time to cast Bolt of Judgment (BoJ), your biggest DPS component.

However, as Ahov pointed out in his thread on the official forums,  the best DPS build might be 51 Inq/10 sent/5 cab. The reason, as he pointed out, is that BoJ makes up the biggest chunks of your parse. The warden talent does not affect it but the 5% SP increase from Cabalist does and this would increase the damage of BoJ even more. This damage increase is bigger than the increase you would get from Vex and Sanction Heretic viato the Warden talent.

One might ask why this would be the case. I have two possible explanations. One is that back when the 5 warden version was top DPS, the gear level was such that the 5% SP increase you get from Cab is much less than it is now with HK gear. On raids I could easily reach 2.2 k SP and I am not even fully HK geared. Hence with the greater boost to SP, BoJ, Vex, and SH all benefits to a greater extent than before.

The other explanation deals with diminishing returns. Vex and Sanction Heretic (SH) have a lot more damage modifiers than BoJ does.  If you look at this page, you can see that Vex/SH is affected by Mental Resilience and Corporal Punishment in addition to Ritual of Judgment.  Ritual of Judgment can be left out of the discussion as it offers a spell power bonus rather than a straight up damage modifier. Mien of Aggression (MoA)  is also a damage modifier. Now if you add these damage modifiers together, you would have 50% from Mental Resilience + 15% from Corporal Punishment + 25% from MoA for a total of 90% damage modifier whereas BoJ would only receive 25% damage modifier from MoA.

The more damage modifier you have already have before MoA is added in, the less is the increase in damage you would get from MoA. The formula to keep in mind is base damage * (1+(damage modifier)). Lets illustrate this with a simple example. Say you had a spell that did 100 damage. If have a damage modifier of 100%, you output damage would be 100 * (1 +(1)) = 200. If you now add 25% more damage modifier from MoA, it would be 100*(1 +(1+0.25)) = 225. 225/200 = 1.125. Now suppose you have a damage modifier of 200%, your output damage would be 100*(1+(2)) = 300. If you add in 25% from MoA, it would be 100*(1+(2+0.25)) = 325. 325/300 = 1.083, 1.083 is definitely less than 1.125.

Anyways, the point is, 51 Inq/10 sent/5cab scales better with gear than 51 Inq/10 sent/5 warden. It might not have being noticeable before, but it is certain true after patch 1.6.1.

Builds


For this section, I am going to list the FOTM 51 Inq/10 sent/5 cab build but I am also going to list 51 Inq/10 sent/5warden and 46 Inq/10 sent/10 Shaman. The 5 cab build might be the best under most situations but for fights with high movement (i.e. Zlias in HK) the 5 warden build will shine. Also, if you have extremely high crit chance (i.e. close to or over the softcap for crit chance), then the 46 Inq build might work better for you.

51 Inq/10 sent/5 cab

Build: http://rift.zam.com/en/stc.html?t=10djo.EEkigtkqz.V0x.V

Macros/Rotations/Priorities:

1. Fanaticism + BoD (Bolt of Depravity)

#show Fanaticism
suppressmacrofailures
cast Fanaticism
cast Bolt of Depravity

2. BoJ macro (Life’s Vengeance and Excommunicate only fire off when moving and Vex only fires off if everything above is on cooldown and you are moving or if you are somehow facing away from the mob)

#show Sanction Heretic
suppressmacrofailures
cast Sanction Heretic
cast Bolt of Judgment
cast Life’s Vengeance
cast Excommunicate
cast Vex

3. AoE

#show Soul Drain
supressmacrofailures
cast Soul Drain
cast Circle of Oblivion

Also, I would have a separate button for Vex.

The priorities/rotation (provided by Ahov) are as follows:

Sanction Heretic –> BoD procs if any –> Vex –> Nysyr’s Rebuke if off cooldown–> BoJ spam via the BoJ macro.

Keep DoTs (Vex/SH) up at all times and use BoD whenever it is up except when it is time to refresh SH.

When moving:

Apply Banish, and then hit the BoJ macro. Keep Vex up via its own button if need.

Gearing:

Stack for as much SP (Spell power) as possible without negatively impacting your SC (spell crit) . If your SC is around 800-900 then you are in a good place and don’t need to worry about it.

Definitely get the Inquisitor crystal, either the T3 raid one or HK crystal. Both crystals will give BoJ a 25% chance to reset the cooldown on Sanction Heretic. The HK crystal 4 piece set bonus is really nice as it adds 10% more life and death damage.

In terms of sigils/sourcemachines, you should use all lessers as there aren’t that good greaters. Necrotic Rage, the guardian only Greater Essence used to be very decent but the 1.6 lessers are a better bang for the buck and you don’t have a chance to wipe your guild on Sicaron (totem won’t show up if you have the lich form on, so the next person can’t see your totem and could walk into it…)

For your trinket, Lifebound Relic from Prince Hylas in GSB is very good. The healing from Vex will proc this quite often for extra 88 SP bonus.

51 Inq/10 sent/5 warden

(use on high movement fights i.e. Zlias in HK or if your SP is really really low – i.e. fresh 50s in T2 dungeon gear. I also like using it for PvP as I get two knockbacks and waterjet!)

Build: http://rift.zam.com/en/stc.html?t=10dje.EEkigtkqz.V0x.V

Macros/Rotations/Priorities:

It is debatable with the 5 warden if you should put Fanaticism on BoD procs or on SH. SH do hit a bit more with the 5 warden build. If you like to put Fanaticism with SH, use this macro

Macro 1

#show Fanaticism
suppressmacrofailures
cast Fanaticism
cast Sanction Heretic

Macro 2: This macro is handy for BoJ and also works great when moving (waterjet only goes off if you are moving, vex only goes off if you are turned away from the mob)

#show Sanction Heretic
suppressmacrofailures
cast Sanction Heretic
cast Bolt of Judgment
cast Waterjet
cast Vex

Keep an eye on Fanaticism if you are using it with Sanction Heretic. Press macro 1 when it is up, otherwise use macro 2.

Priorities/Rotation

Macro 1 (Sanction Heretic)  –> BoD procs if any –> Vex –> Nysyr’s Rebuke if off cooldown –> BoJ spam via macro 2.

46 Inq/10 Sent/10 Shaman

(use only if you have really high crit chance – i.e. close or over soft cap –40% or around 1100 SC)

Build: http://rift.zam.com/en/stc.html?t=10djn.Egkigxoqz.V0x.ke

The point allocations in first tier of shaman is arbitrary. You definitely want 3/3 in Thick Skinned but the rest of the 2 points is pretty much waste points to get to the next tier.

Macros/Rotations/Priorities:

I would put my Fanaticism on BoD for this build. See the 5 cab build for macros.

Priorities/Rotation

Sanction Heretic –> BoD procs if any –> Vex –> BoJ spam via the BoJ macro.

Gearing:

If you are using this build, you have to have high SC. Obviously using lessers with high crit on them would be ideal for that. Check out this page here for a list of 1.6 essences sorted by high SC.

Parses?


Ideally, all parses should be done by the same person in a tightly controlled raid environment using a double blind approach (too much scientific jargon?) but that is never going to happen.

Two types of parsing are possible – controlled testing on dummies or parses from raids.

I will show you some of the parses on dummies here. Keep in mind that the 46/10/10 build may not shine as much on dummies as you won’t get as much SC as you would on raids. Since I don’t have very high SC due to gearing up for purifier on raids, I won’t be able to test it out.

I tested out 5 cab, 5 warden and 10 cab (spec into 5% more damage)

5 cab > 10 cab > 5 warden

5 cab – 1934 sp/788 sc – 1622.81 DPS – 5:02 parse
10 cab – 1934/788 – 1575.06 DPS – 5:03 parse
5 warden – 1858/788 – 1555.82 DPS – 5:02 parse

2

You can see that BoJs and BoDs are much higher with cab builds while SH and Vex tend to be higher with warden builds.

Here is the typical raid parse break down (courtesy of Ahov)

33% Bolt of Judgment
26.7% Sanction Heretic
17.8% Bolt of Depravity
12.1% Vex
5.7% Nysyr’s Rebuke

At very low SP levels, the 5 warden do outshine the 5 cab build slightly.

1054 sp/610 sc, 5:03 parse, 972.19 DPS (5 warden)
1102 sp/610 sc 5:01 parse 957.27 DPS ( 5 cab)

Conclusions


There you have it, 3 builds for the inquisitor that are viable for 1.6.1. Each build is designed for a specific type of encounter/gearing in mind. Finding out which one works best for you is the key.

Merry Christmas and don’t be jelly!!

h1

Wisdom of the Elders: Clerics from top progression guilds talking about cleric tanking in 1.6

December 13, 2011

This guide is co-owned and first released on

mmosite148x591333333333[3]

Hello everyone, this is the 2nd installment of my interview series talking with clerics from top progression guilds about cleric issues. In our first installment, we talked about cleric DPS in a raid setting. You can see that interview here or here.  Shortly after,  we received a 25% boost to our single target DPS through the usage of Mien of Aggression. The push for more cleric single target DPS was a collective effort by the cleric community and some clerics were so passionate about the issue that they ended up being temporarily suspended on the forums for a few days.

The idea of this interview series, like the previous one, was to give you an idea of tanking issues from the perspectives of clerics from the top progression guild.  Keep in mind that these opinions are that of their own and do not represent the opinions of their guild.  I am also hoping that I could get the developers at Trion to read it, in case they are confused about what the key issues the clerics are facing due to the amount of differing feedback they get everyday.

There are two clerics tanking changes you need to keep in mind. The first was a rather big change to the Justicars with patch 1.6. Essentially, we had one of our abilities, Shield of Faith, which reduces the amount of damage we receive, nerfed from 15% damage reduction to 10% damage reduction with 5/5 point allocation. To counter the nerf, there was also a change to Thorvin’s Law, essentially rewarding heavy investments in Justicar soul in return for more magical and physical mitigation.  Interestingly, 1.6 also introduced significant overhealing threat generation with Mien of Leadership to solve our aggro issues. However, this was rather buggy and did not work as expected. Thankfully, with 1.6.1 patch, we finally received a fix to this issue and now overhealing is working as intended for aggro generation.

Anyways, lets get to the interview!

Like last time, there are 10 questions and 3 participants. There are:

Quietmode, cleric tank from <Voodoo>

Radak, also known as Alovnek, author of the famous Justicar tanking guides.

Xitan, cleric tank from <Maximation>, also hosts a streaming channel here (justin.tv)

1. Can you give us a little background about yourself as a cleric tank?

Quietmode: My gaming history begins in 1999 but my Tanking history doesnt start until World of Warcraft: Burning Crusade. I was a Paladin tank originally in wow and tanked for my last 4-5years of WoW before joining rift. When i first read about Justicar tanks, i immediately fell in love. A healing based tank was always what i wanted my paladin to be. I played my paladin tank using my healing support as much as possible, utilizing any and all heals possible under specific cirumstances.

I started Pre-release as a Cleric with the intention of tanking and bought my 2nd role as soon as possible to be my justicar role. I accomplished server first runs as the tank for almost every normal dungeon while leveling up. I successfully tanked most T1/T2 in the first weeks of 50 even though i felt inferior to warrior tanks. (Greg in DSM T2 was near impossible without 2 healers on a cleric tank). I was really excited to hop into Tanking for GSB when we got a group together, but we were pushed behind rogues and warriors on tanking because of the high magic damage on many fights. I was fine with being pushed back because clerics were top 3 dps in most fights with the 31/11/24 spec. I still was the 3rd tanking option on most fights requiring tanks (Herald, hylas, Alsbeth). Tanking in HK went fine since we had our little niche in physical tanking.

Radak: Lets see here I originally started tanking on my dual wielding Death Knight alt in World of Warcraft and tanked most raids there (only on normal since I would join alt raids). The idea of a alternate tank was something that I liked and after I became bored of wow and found rift, this was something I wanted to continue.

I started tanking on my cleric around beta 5 at which time tanking as a cleric was a whole lot different and Convictions felt much more like combo points and you would have to juggle them around. During beta 6 and 7 I continued tanking on my cleric and I was able to tank all instances at that time (max level at end of beta 7 was 42). At that time cleric tanking was a whole lot more challenging then it is now and this is kind of a disappointment for me.

When the game released I leveled my cleric from 0 to 50 fully using a tank build and since I was one of the fastest levelers I was one of the few tanks around. As a result when people where looking for tanks in general chat I would almost always be taken. When I reached 50 there we only 2 others in my guild that had reached level 50 yet. As a result I started raiding with a different guild where me and another cleric tank where the 2 main tanks for the first 3 raids (after that the other cleric tank dissapeared and was replaced by a warrior). At the same time I joined that guild as still not anyone else had reached level 50 in my original guild.

Xitan: Hi my name is Xitan, I’ve been playing online games for roughly 12 years. I am a competitive person by nature and have a specific draw to MMO’s. In general I try to stay out of the spotlight and low key because I have a hard time communicating my theories and opinions. Unfortunately my ambition to stay out of the spotlight doesn’t stop me from getting noticed, such as when I got banned in AoC, just search “xitan age of conan” and you can see why.

My style of play is attrition which is part of the reason I enjoy healing classes. I’ve been playing healing classes for as long as I can remember, and really enjoy treating MMO’s as a second job. I take pride in my theory crafting and thinking outside of the box, often I go against the grain and common practice to find a way to make things work best for me.

Within the first two weeks of Rift I had the urge to do more then the normal healing role I typically play. One of the Clerics I did not get along very well with told me I could never tank as a Cleric in Rift. From then on out I became intrigued with the idea and started my research and path to become the mainspec Tank role I have today. Here is a launch week pic of me tanking an infinite spawn of mobs in Droughtlands, take a peek at the size of my character model. http://imgur.com/a/zFxQS#0

Shortly after the first week of Rifts release I was healing and tanking for T1 and T2 instances. The buddies I started with did not have as much interest in the game as I did so I ended up changed guilds and applied to a starter raiding guild. The shortness of tanks helped me practice and gear up very quickly. Upon the disbanding of the guild I sought out Maximation and applied as my most geared role, Tank.

2. With the release of 1.6, is 51 justicar the only viable tanking spec now for raids? (Quickmode’s calculations that has the best physical and magical mitigation). Is it a concern that we have to spend 51 points into our tanking soul?

Quietmode: I wouldnt say 51 justicar is the only viable tanking spec, but for a tank in a high progression min/max guild it should be the only spec considered, especially for magic fights. I wouldn’t recommend going below 44pt justicar purely because of the loss of Magic mitigation. Dropping to 44pts is probably only neccesary for precision roles such as getting purge or going for more of a offhealing role

Radak: No other specs are still viable. However 51 point builds are something I would advice for any fight that has some for of non-physical tank damage simple because of the superior mitigation. But when there is no or only a low amount of magic damage any 44+ build is more then capable of tanking the fight (in some cases even 38+ will do fine).

As for it being a problem that we have to spend 51 points into our tank soul. I don’t really see it as a problem for almost any fight. The only problem I see is that 51 builds don’t have any actual access to a purge without going below 51 or having to drop some points from shaman. This is currently not that much of a problem as the fights where a purge is needed aren’t really magic heavy. But when there comes a boss with high magic damage plus requiring purging this could become a problem and I would like to see this fixed in some way. Either by having our reliance or shaman being removes (by moving the talents to just in some way) or by giving justicar it’s own purge.

Xitan: Well this is kind of a loaded question. The viability of our tanking really depends on what your opinion of tanking is. If tanking means to you, the ability to hold aggro on a boss and survive without changing too much of the raid composition to do so. Then no, the gains you get from going 51 Justicar vs 38 Justicar are minuscule compared to the difference between a tank speced Warrior vs a tank speced Cleric.

I will however agree that 51 Justicar provides a significant magic mitigation boost compared to a competitive 38 Justicar. So if you need that extra magic mitigation you should be speced 51 points into Justicar. On the flip side 51 Justicar provides very minimal gains when it comes to physical damage mitigation. In my current gear (full set of HK gear, 5 of them relic set peices) I take 4% more physical damage in a 38 point Justicar spec.

I have had plenty of debates, even within Maximation, as to what is better for tanking. In my opinion there are many factors involved with tanking. I wont argue that taking less damage isn’t our up-most priority but I am a firm believer that it is important to bring as much as you can for the raid as possible, no matter what class/role you are. Rift allows each player to be very dynamic in their specific setup. In my case I may take a measly 4% extra physical damage, but I also bring a slew of other tools, most notable is a much more powerful Doctrine of Loyalty. These extra tools are important for progression pushes, if you determine you really need that 4% extra physical mitigation to tank a boss then by all means go 51.

3. Numbers wise, it looks like cleric tanks are behind in both mitigation and hp compared to other callings. Is this difference actually noticeable on raid settings? Can our heals compensate for this?

Quietmode: I have noticed a significant difference in damage taken between me and our warrior tank though i do not have any numbers handy to prove this. I seemed much squishier on any Dual MT fight and on trash he would hardly lost health tanking entire packs. In my earlier post on war vs cleric i pointed out the kind of support that a warrior tank brings in comparison to our heals/brez. In my opinion the unique abilities the warrior brings (5% dmg, 5% less armor, 5% less hit) in addition to the ones that they can buff versus a dps doing completely counters our heals. They also have the bonus of those abilities always being needed while our heals are marginal at best in some fights

Radak: Yes it currently does look like cleric tanks are behind a bit in both mitigation and hp however at the moment this isn’t really a problem and cleric tanks are more then capable of tanking any boss at the moment. It can become a problem if Trion will balance future raid content on the mitigation and HP levels of warrior tanks because in that case cleric tanks will have a serious problem. As for our heals they won’t really compensate for this problem because they hardly scale and as a result they don’t heal that much.

Xitan: Pre 1.6 Cleric tanks took more physical damage per swing then Warriors. Fortunately for us we had much higher hp pools, better incoming heals / self heals and better avoidance stats to boot. These extra tank stats allowed us to mimic Warriors and their ability to tank, from a healers perspective (the thing that counts most) we we’re very close in terms of tanking ability in 1.5. Essentially Warrior tanks where the Mitigation tanks, and Cleric tanks where the Avoidance tanks. Some fights lended themselves to Cleric tanks because of our ability to do close to the same as Warriors plus we added some extra AoE heals to the mix. Fights like Inquisitor Garau, magic damage heavy, were still the Warriors forte as they have always had much higher magic mitigation then Cleric tank counterparts.

In 1.6 all tanks got a buff. Often you will see that comment made, so if you are only concerned with tanking GSB/RoS/HK forever then yes Cleric tanks got some sweet buffs. In short Cleric tanks had their cooldowns buffed, magic mitigation increased and had a small 5% physical mitigation reduction (doesn’t come out to 5 full %). Warriors took a clear lead in amount of changes and received much bigger buff in comparison.

It is very easy to see that the new 1.6 Warriors make it considerably easier to tank the current content compared to 1.5. Now you can see guilds who are still progressing through HK effectively down encounters because their Warriors take much less damage then before, which allows them to sac healers to meet enrage timers or simply not get gibed as much as before. Maximation has made significant changes to our HK tanking with the release of 1.6. As one example, we can now solo tank Sicaron with one dedicated healer in the raid and everyone else as pure dps or some sort of hybrid.

Personally I am all about progression pushes where the skills, reliability and theory crafting really shine. If nothing is changed between now and then, and we assume the content is difficult, a Warrior tank will make the next tier of content significantly easier.

TL;DR Its not about the ability of a specific tanking class to preform its role, its about the relativity of that tanking class compared to the other two. Warriors have a significant leg up in the tanking department with 1.6.

4. With the recent buff to warrior tanks, it seems like warriors are better main tanks for most raid content and using warriors seems to trivialize some of the raid encounters. As a cleric tank, how do you feel about this? Are you content with being the offtank?

Quietmode: Personally, I love being a “Off-tank”. But by offtank i mean a role when i can have the opportunity to switch between mein of leadership and mein of honor and actually help on Heals, much like i do on my akylios kills where i switch weapons and heal more.

Radak: Like I said in the previous question I currently don’t see much of a problem with it. However I am kind of worried about what the future might hold. I myself wouldn’t be satisfied with just a offtank job while I have been able to main tank 90+% of the content up to now. And I can only hope Trion will do something to fix the differences between cleric, rogue and warrior tanks so they are all viable for all fights within a decent margin. One of the tanks being slightly better then the other on some fights is no problem as long as it’s not for every single fight and the difference should never be so big that the other tanks are simple incapable of tanking the encounter (like inquisitor before patch 1.6).

Xitan: Here is the way I look at it: I feel like the runt of the tanking classes that was shunned for even thinking he could tank pre-HK (mostly due to magic fights). Then when HK released suddenly I was the go-to-guy for making progression pushes easier. I was a super-star and a savior. Now that HK progression is over I have been put back into my place as the class that simply can tank but only if you already have the gear and there is no Warrior around to do the heavy lifting.

Contrary to popular believe, I am fine with this. The only issues I have with the changes is that they have been so dramatic. Trion has a history of things going from really effective, to not effective at all or visa-versa. On top of the fact that they do not give us a clear road map for what they want out of each class. Rift simply becomes a guessing game as to what you will be doing after the next patch.

I would love to be the stable offtank role over anything else. This would make it more acceptable to keep my more healing heavy hybrid tank spec so that I could support the raid more while offtanking. My only gripe is that they need to design encounters that promote offtanking. For example a perfect offtank mob in this game is the large golem add that spawns every time Herald Gaurath lands in RoS. The main tank cannot tank this mob because it puts a debuff on whoever it hits that makes the Gaurath’s breath hit for waaay more.

5. With regards to off-tanking, it has being mentioned that some of the raid content right now are not really designed MT and OT but rather two MTs, swapping back and forth. Do you agree with this? Is there even a place for cleric offtanks at all in raids?

Quietmode: I do agree that most fights are MT/MT. Really only Matron and Zilas has an OT role. The only problem with clerics as an offtnak, is that all of their offtank support is healing which isnt always neccesary or strained from the normal healers. If we were to be label more as a offtank/support tank we would need some similar debuffs/buffs as warriors offer.

Radak: I have to agree with this currently most fights require tanks to be equal a few easy examples are Warmaster Galenir, Murdantix, Matron, Sicaron and Darktide (to some degree). Currently there are very few fight that require true offtanks. So there wouldn’t be a real spot for cleric offtanks in the current situation. And in my opinion I wouldn’t like it if they designed fights for offtanks. I always thought are a bit of a let down. As a offtank it always seems like the devs needed to find a way to keep you busy. For example you might be tanking some adds half the time but the other half of the time you are just being bored and doing 200dps. So I much prefer encounters where there is either a tank swap or there is always something to tank for every tank required for the fight.

Xitan: I made a comment on the forums about this before. Tank swapping (MT and MT) seems to be a very common theme between most of Trion’s encounters. If all tanks where equal in terms of their tanking ability (mitigation or avoidance) I would be very happy with this. I honestly think that a majority of the community and the developers feel that Warriors should be better tanks, hands down. If all tanks are equal then MT and MT would be fine for me, if all tanks are not equal then they should make most of the fights have a true offtank role.

Since Warriors are so much better at taking hits with 1.6, MT and MT fights would mean you should bring two Warriors on progression. I’m not saying its not possible but you will need that extra healer, cooldown or have to adjust your raid to make the non-Warrior tank work. I do not like the idea of requiring additional help and having someone holding my hand because I have aggro.

If I was in charge of designing the tank balance I would have all tanks be vastly different. Warriors could take both physical and magical hits very well at the same time. Rogues could take magic hits just as good as a Warrior but have very crappy physical mitigation. Clerics could take physical hits just as good as a Warrior but have very crappy magic mitigation. Then, and most importantly, I would design each encounter so that they required three tanks. Warriors would take the MT role such that they would mitigate the heavy hits and debuffing the boss, Rogues would be the movement tank required to either kite through blinking or simply have to get somewhere fast and possibly absorb some magic hits, Clerics would excel at holding aggro on a group of trivial mobs that would have some mechanic to it (such that they MT could not possibly hold them when tanking the boss) and they could assist with AoE healing.

6. One issue cleric tanks seem to have is AoE threat. What is your personal experience with this matter? (note this issue was largely fixed with 1.6.1 with the fix to overhealing threat)

Quietmode: Our threat in general is fine versus DPS, but its a joke versus the Rogues planar vortex and warrior aoe threat. So its not really that our aoe threat is bad, its just that rogues and warriors have a tremendous lead over us.

Radak: Cleric AoE threat might be a bit lacking at the moment (possible because of a bug with overhealing threat). However I hardly every have problems keeping AoE threat from the dps since this patch. I think a lot of people are focussing to much on trying to keep aggro by healing. However most seem to have forgotten that every justicar ability now causes increased threat, including Even Justic, and by using a combination of tab targeting even justice spam smart use of DoA it’s easily possible to keep threat from more then 5 targets. However during raids you are hardly tanking more then 5 targets on your own and you have your fellow tanks that are also tanking. The only exception is Matron however in this case they simple inherit boss threat the moment they spawn so as long as your on top off the threat table they will instant target you and run to you and threat isn’t a problem on them because of the 130% threat treshold (this is also the reason why some people are reporting dps dieing when the adds spawn as they inherit actual threat, not the target of matron, so if the dps is at 110% of the tank matron won’t switch but when the adds spawn they do target the dps).

Xitan: Since initial release Clerics have had a tough time with AoE snap threat. Sustained AoE threat wasn’t too much of an issue if their was players to heal. During Maximation’s alpha testing of HK we where encuraged to give feedback on any aspects of the game (this was when MoL overhealing was 300%). I wrote a letter to the developers asking to implement overhealing threat (https://docs.google.com/document/d/1B8TfjVcJ9lCyJlaXojHqhe82iy_XrmaL9fVF-AfXUnQ/edit), I do not take credit for this change whatsoever but I would like to note that it took some time to get through the pipeline. 1.6 introduced overhealing threat but it did not work. 1.6.1 fixed overhealing threat and as far as I can tell, so their isn’t much of an issue here.

7. One of the big things from 1.6 is generating agro from overhealing. Many clerics have reported their frustration with this and Zinbik has posted his comments. Is this mechanism working for you? How are you using this? (note this issue was largely fixed with 1.6.1 with the fix to overhealing threat)

Quietmode: I havent seen much success from Using DoL or other overhealing mechanics having the effect they should. When i use a Call to entrench or Call to battle on my 50 warrior it almost feels like i taunted all the mobs from the snap aggro it gives. Same thing from my rogue tanks Planar vortex. The snap aggro these two classes offer is phenominal in my experience. I have tried running into mobs, and DoL’ing, but i still cant get aggro. I have given up using DoL has a main aoe threat gain and just use it when there is actually something to heal.

Radak: It indeed appears to be a bit malfunctioning at the moment when I really tried to use it. And as a result I now simple ignore it and noticed that the threat from our new ability modifier is more then enough to be able to keep aggro until it gets fixed. However even after it gets fixed I will most likely still continue using the default ability’s unless there is a advantange of using healing threat somewhere in the fight (like adds spawning very far away that need to be picked up ASAP).

Xitan: One of the most concerning thing for me is the fact that Zinbik was in much denial that 1.6 overhealing threat was not working. It took a lot of effort by the community to convince him that it was in fact broken. I saw plenty of threads on our forums with video links disproving what he thought was working. It took me a few minutes of testing to realize it was not working. So how much of the other changes are actually not working as they intended that we do not know about, for every patch?

Since the start of my tanking career I haven’t relied much on heals as part of my threat. 1.6.1 will help me on my AoE threat issues and I will be able to spam more heals and not worry too about losing threat if I get a lot of overhealing. I havn’t had much of an issue with single target threat so I wont need to use it for single target fights.

8. In general, how do cleric tanks compare with rogue tanks?

Quietmode: I’m not really sure, I havent really been tanking while he is tanking. Its normally me and the Warrior or the warrior and the rogue.

Radak: We don’t really use a rogue tank that often but at the moment I think rogue tanks have a slight edge over cleric tanks at the moment mainly because of there larger hp pool. But I think rogue and cleric tanks are currently fairly balanced. But like I said I haven’t looked that much into rogue tanking so I don’t have to much to compare.

Xitan: I feel bad that Rogues had the shaft in HK, its not that they could not tank the content, it just required much more work on the raid to make them work as effectively as a Warrior or Cleric. Unfortunately Maximation has not had a Rogue tank in quite some time so I cannot give any good comments about this. As far as I understand they are not up to par with Warriors. I feel they need a better niche then simply having teleports since Clerics have healing. As a plug, Maximation really really needs a quality Rogue tank we would much rather recruit one then have one of our current Rogues do the part.

9. Do you have anything you like to add about cleric tanking or anything you would like to ask Zinbik?

Quietmode: Not at the moment. I feel like it needs some sort of gameplay adjustments, but i dont have any ideas or suggestions.

Radak: There are a couple of questions/requests I would like to ask zinbik.

1: Removing our reliance of shaman by moving the mitigation and increased healing taken somewhere into the justicar soul. This will allow more variations in possible builds as we go from 58 fixed talent points to only 51 (still not actually fixed as you can go lower but oke). I think this will help a bit in getting more choose in different tanking builds. It also free’s up some talents for shaman for more dps oriented talents.

2: Move a purge somewhere into the justicar soul even though it’s available at only 10 points into inquisitor this is currently impossible to pick up in a 51 point build because of the reliance on shaman. Doing number 1 can help with this but this is another option.

3: Try to balance the 3 tanks a bit more to avoid one of the tanks becoming un-viable in future content. If new content would be balanced around the current warrior tanks cleric will have a very very hard time tanking that content.

4: Take a look at the threat issue again and please make wisdom superior.

5: I like that we might be avoidance tanks with over 40% dodge+parry however in this case our hp needs a boost to be able to survive 2 hits in future content.

6: Scaling will appear to be a problem for cleric tanks in the future. Parry is already hard capped and block is already over the soft cap. And because wisdom doesn’t provide much avoidance we are forced into str/dex for higher avoidance stats. However these don’t appear on our gear so there is a definite cap on how much we can get of these stats. As a result our scaling will be much slower in future content and might put us further behind warrior tanks then we already are in the future. (I can only hope Zinbik will contact me so I might be able to discuss the future of cleric tanks with him in regards to balance and scaling)

7: One of my most wanted things: Take a look at the old style cleric tanking from beta, I really liked the way convictions worked at that time. Currently they are just something that you can ignore 90% of the time because we only use it for DoA and PoR. The few exceptions are when heavy healing is required and we use DoL. But I would like to see convictions be used for more tank oriented ability’s.

Xitan: Overall I am torn with Cleric tanking, I feel like I am in limbo after 1.6, some players tell me Warriors will get nerfed but I am constantly reminded how Rogues where left out for all of HK. I do not feel like I am a go to tank on any boss encounters right now and honestly the only reason I am expected to tank is because I have gear or because a Warrior can do more dps then me if I tank.

I have a few tanking questions for Zinbik:

What is the direction of all three tanking classes, how are Rogues, Warriors and Clerics supposed to work relative to one another?

Are the dungeon teams planning on designing more offtank roles in their boss encounters?

Doctrine of Loyalty is known as a very powerful heal compared to all of the other Cleric heals. Is it intended that hybrid Clerics are to have access to this one-button healing answer?

10. Finally, what do you enjoy the most as a cleric tank?

Quietmode: Being able to support the raid with heals, effectively assisting as two roles in the raid.

Radak: I mostly like the fact that it’s a bit of a alternate tank with the ability to heal. However I think this concept should be taken a lot further and self healing should become a more important aspect (maybe combine this with the tank balance and the convictions idea).

Xitan: Simply put I enjoy being able to heal and tank at the same time. If I was unable to use any heals while tanking I probably would not be in the position I’m in today.

Thanks again to Quietmode, Radak, and Xitan for answering those questions!

h1

Popular addons – Patch 1.6.1 Edition

December 13, 2011

This guide is co-owned and first released on

mmosite148x591333333333

Hello everyone, it has being a bit over 2 months since addons were enabled for Rift. Over the course of 2 months, we saw a lot of addons being developd. Some of these addons didn’t make the cut, while others become immensely popular. The idea of this guide is give an idea of the currently popular addons that are still being developed and are working in game.

Wire’s Raidkiller

Category: Raid

Last updated: Nov 23, 2011

Wire’s Raidkiller is great addon that will make your raiding life much easier. It features timers for key boss abilities and warnings that will alert you when you need to do something. It is the addon that all raiders should have unless they are purists who do not wish to use addons. Supports all 10 man/20 man raid content and some 5 man content (mostly Caduceus Rise)

This is the configuration screen where you can test out triggers and turn them on/off for certain mechanics.

1

This is the timer on your screen telling you how many seconds before an ability hits.

2

This is the kind of warning on your screen when you need to do something (the screen flashes)

3

King Boss Mods

Category: Raid

Last updated: Dec 4, 2011

Originally an addon designed specifically for King Molinar & Prince Dollin fight in HK, this addon has evolved to perform similar functions as Wire’s Raidkiller but it does two things exceptionally well.

It is especially handy for the King & Prince fight in HK due to the inclusion of this bar on your screen.

4

This white bar in the middle will move to left and right depending on the HP balance between the two. You can see this addon in action here (youtube video).

The second handy thing it has is the tank swap monitor shown below. This make a healer’s job easier on fights involves tank swapping (i.e. Matron and Murdantix in HK comes to mind).

5

Herald’s Buff Warden

Category: Buff tracker

Last Updated: Dec 10, 2011

This is one of the addons that make you go, OMG I want it! It shows all the buffs available for your soul combination and allow you to apply them by clicking on them and display a timer on how long they will last. It also works for potions, food and consumables like powerstones! You no longer need those buffs taking up your hotbars!!

5b

 

Karuulalert

Category: Buffs/Debuffs tracker

Last updated: Nov 30, 2011

Karuulalert is a buff/debuff tracker that can alert you if you have a buff or debuff on you via displaying an icon on your screen. It is very useful if you want to track if you have a proc (i.e. Serendipity for clerics) or debuff (i.e. healing debuffs in PvP).

Here is a view of my configuration window loaded with everything I wanted to keep track of (Serendipity proc, Latent Blaze, BoD proc, Healing debuffs for pvp).

6 

You can see the two icons on my screen for tracking when Latent Blaze falls off and when Serendipity procs below.

7

nKRebuff

Category: Buffs/Debuffs tracker

Last updated: Dec 08, 2011

nkRebuff is an addon similar to Karuulalert. So if Karuulalert stress your computer out or not working well for you, then look for this alternative.

Originally designed for rogues, but other archtypes may benefit it from it as well.

Here is its configuration screen to give you an idea of the options.

8

nKAdvisor

Category: In-game item viewer

Last updated: Dec 9, 2011

nKAdvisor is a very useful addon that allow you to view all items of level 50. It has two useful main functions – seeing what items drop and looking an item up and comparing it to your current item.

The first function – seeing what items from each boss, is not really complete. There are a lot of items missing from each boss so it is not very reliable. Nonetheless, it is good to have for reference. (if you know a loot is missing from a boss, feel free to drop the author an email or something to let him know!)

9

For example, this page on Grug on HK is missing a lot of items.

10

What this addon really shines though is in the item search department. You can view all the items of a certain slot equippable by your class or you can type in a name and look it up. This allow you to compare that item with your current item and see how much of an upgrade it is for you.

11

You can even build your own item ranking system by giving artificial values to certain stats and rank items by that score.

SimpleMeter

Category: DPS Meter

Last Updated: Nov 19, 2011

SimpleMeter is an ingame DPS parser.  It is an alternative to running an external parser like ACT. It can show everyone’s parse, the top 5, or just yourself. It also give you a break down of everyone’s parse (i.e. % of damage done by each ability).

12

Riftcount DPS meter

Category: DPS meter

Last updated: Nov 28, 2011

This is the alternative to SimpleMeter if you don’t like it for some reason. The author took a short break but is back to work on it once more. It doesn’t give break down  of the DPS/HPS parse.

13

Target Casting Bar

Category: Casting bar/Raiding

Last updated: Nov 18, 2011

This is an external cast bar you can resize and move around all over the screen. It has two features that are really useful. One of them is the ability to lock on that target and watch that target’s casting bar while be targeted to something else. This is really nice in raiding/grouping situations as you can see exactly when the boss is casting something without having it targeted at all. The other nice feature is watch your target’s casting bar, which is fairly standard.

14

Castbar replacement

Category: Casting Bar

Last updated: Nov 18, 2011

This addon simply watch your own castbar as well. I don’t find it too useful the default casting bar is good enough for me but if you don’t like it try this out!

bCast – Cast Bars

Category: Casting Bar

Last updated: Dec 9, 2011

If you dislike the default cast bars for yourself, target, target of target etc.. then check out this addon. It has a lot of configuration options to make it look nice and pretty!

15

Archimedes

Category: Health/Mana bars

Last updated: Dec 9, 2011

This is a fairly neat addon. Instead of showing your hp/mana/energy bars as rectangles, it shows them as arcs around your character, allowing to be more aware of them. This is really helpful if you are tunnel visioned like me sometimes and forget to check on your mana/health in the middle of a heretic fight.

In the picture below, your own hp/mana bars are on the left while that of target’s is on the right.

16

Startip

Category: Tooltip

Last updated: Nov 30, 2011

Startip replace’s Rift’s default tooltip (the box you get when you hover over someone) and give it a bit more information. However, this addon use a lot of CPU activity and my game stuttered a bit when I was running this addon and hovering over things.

17

Runecraft Helper

Category: Crafting/General Info

Last updated: Nov 16, 2011

You do not have to be a crafter to benefit from this! It is a great addon showing all the runes/potions in the game for easy reference. You no longer need to ask people what runes you can use in so and so slot or what potions are out there. Everything has being compiled for you for easy access.

18

Break Mover

Category: Crafting

Last updated: Dec 7, 2011

Very handy for crafter that need to break large number of items (i.e. Runebreak, Salvage items). It is handy for professional crafters!

Book of the Fallen

Category: PvP

Last updated: Dec 7, 2011

This is a nice little addon for PvPers who wish to keep track of their kills. I think the picture below will describe it better than I can!

19

Puzzle Map

Category: Puzzles/Cairns

Last updated: October 16, 2011

I thought this is a neat little addon that shows you all the puzzles/cairns on your map. It is not updated for Ember Isle though.

h1

Healing Debuffs in PvP

December 12, 2011

This guide is co-owned and first released on

mmosite148x59133333333

Hey everyone, if you have being PvPing long enough, you will sometimes wonder why your heals don’t do as much healing as they should. The answer to that is of course healing debuffs!

All four archtypes have healing debuffs that debuff your healing (via debuffing healing received on the target of the debuff) by as much as 50% and can last as long as 15 seconds. Thankfully, most can be cleansed, except for the one debuff from warriors.

The goal of this guide is to introduce you to some of the healing debuffs you may encounter in PvP/Warfronts and show you a neat addon that alert you when you received healing debuffs so you can quickly cleanse them.

Most of the debuffs came from this thread on the official forums.

Debuffs

Name Archtype/Soul Rarity
Lingering Wounds Warrior/Champion Very Common
Trauma Warrior/Vindicator Rare
Vampiric Munitions Rogue/Marksmen Very Common
Fell Blades Rogue/Nightblade Common
Anathema Rogue/Infiltrator In between
Void Shroud Mage/Dominator Very Common
Blight Mage/Chloromancer Common
Essence Link Mage/Necromancer Rare
Withered Veins Mage/Archmage Rare
Spiteful Spirit Cleric/Druid Rare
Retribution Cleric/Templar Rare

Lingering Wounds, since patch 1.6.1 is no longer cleansable. It lasts for 15 seconds and debuffs healing on target for 50% so it can be very nasty. However, it can be overwritten by other cleansable healing debuffs, so if that happens, you are in luck!

Recognizing icons on raid frames

For those that prefer to not use addons, the way to recognize these debuffs is via recogning the icons on your raid frames. This is not the best to do it as the icons are quite small and sometimes you have multiple debuffs and the healing debuff icon can be hidden since the raid frame only show a limited number of debuffs.

However, if you are  purist and insist on not using addons, this is the way to go. Keep in mind that these icons may not look the same in raid frames either as they are extremely small. I purposely made these icons small to mimic the small icons you would see on your raid frames. If you need to see bigger icons, click on the corresponding abilities above.

I will also list only the common ones here as well to not overload your brains!

lingeringwoundsLingering Wounds

2Vampiric Munitions

3Fell Blades

4Void Shroud

Using addons

The addon you will want to get is KaruulAlert.

Once you have it installed type /karuulalert to open up the configuration window. What you need to do first is click on enable the ability scanner and then close it.

5

Then you will need to run a couple WFs with it. I run 5-6 WFs with it and was able to pick up all of the common healing debuffs and a couple of the rare ones.

To test if the addon has picked up the ability you are interested in, just type in the name of it near the Buff: box and see if an image turns up (Debuffs are treated same way as buffs). If not that means it has not picked up the ability yet.

6

Once an ability is picked up, type its name beside Buff: and then choose a name at the top corner (I use the same name as the debuff) and make sure you check on Buff, Active, and Player like the image above.

Finally, click on save and then Edit Layout. The debuff icons appeared at the top left corner of my screen so I just move it to somewhere on my screen I can see it easily.

7

Here is the way I arranged my icons to give you an idea.

8

You can adjust the size and color of the icons for each abiluty to your liking as well if you play with it. Make sure to save it afterwards.

Here are some of the debuffs I have an alert for.

9

Anyways, have fun and remember to cleanse cleanse cleanse!